Age | Commit message (Collapse) | Author |
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ANDROID: Modernize build system
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Should fix bug #6741
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Written originally by @Botje for ResidualVM
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This reverts commits 51cb7557 and 2648062d.
Please note that Android SDK Platform Tools r06 or later is needed
to build ScummVM.
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Add trigger for Virtual Keyboard on long press of Middle Mouse Button
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As the virtual keyboard trigger has been moved to CTRL-F7, the previous
code which generates a unmodified F7 event to do this will not work.
However, due to the complexity of this code, directly calling the
virtual keyboard trigger event could have side effects, so have instead
just added the CTRL modifier to fix this.
This should be fixed if possible to use EVENT_VIRTUAL_KEYBOARD.
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Since the Android backend uses glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
we need to make the transparent cursor pixels all 0 otherwise we might get
artifacts from blending.
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This should fix a issue similarly to bug #6108:
"WII: Zak FM-TOWNS mouse cursor encased in blue box".
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This was broken by a50ede203b0424d800d2a1d4460121f9f1de8e7a.
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getAxisValue() is only present from Android 3.1 onwards and
usage causes a runtime failure on earlier versions of Android.
This bug was introduced by a50ede20 with addition of OUYA support.
This solution is as recommended on the Android developer portal.
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setSurface is done in a different thread than the one that starts
the scummvm main. The main thread would then wait until the setSurface
thread notifies. The setSurface thread would notify before it actually
calls setSurface, meaning if the thread is preemted before calling
setSurface, initSurface will assert, causing the app to crash.
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We still prefer 16bpp for performance reasons.
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Overlays with alpha channel in ScummVM use pre-multiplied alpha.
Thus, is it necessary to set the source blend function to ONE, not
SOURCE_ALPHA.
While there is no firm decision on the texture format to be used to
cursors, make sure to set the key color to R=G=B=A=0.0, so that it
can be used with either pre-multiplied or non-pre-multiplied blending.
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The vanilla android toolchain even is unhappy when unknown folders are
present in the resources directory, so have moved the ouya specific
resources out to another directory.
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The aapt throws an "invalid resource directory name" if the
resource directory name is not known to the tools. Unfortunately,
"values-television" is an OUYA specific addition and thus breaks
with the standard vanilla Android toolchain.
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Basic OUYA support
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GSoC2012: Event Recorder (reworked)
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This fixes two minor issues when trying to cross-compile to Android on
Win32 using the Win32 Android SDK/NDK and MinGW shell.
However, this is still no working as DX and APKBUILDER are batch files
in the Win32 SDK (which then call the real Java tools) and these fail
to run in shell. However, using "cmd /C" also fails as the paths in the
parameters have unix, rather than native separators. Unsure how to fix.
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This parameter overrides any user choice in the GUI or config file,
which is not good UX design (and is making it hard to debug loading
issues associated with theme files).
If we want to set this to default to Modern, we should do this in
a different way i.e. do this by ConfMan.loadDefaultConfigFile()
This is probably related to the Android issue with the backend init
running before main() is called, rather than after...
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From pull request #285.
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ANDROID: disable compression for zip-file assets
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OSYSTEM: Use void buffers for screen/overlay/mouse buffers and proper pitch values for overlay code
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pitch values.
This is a first step to get rid of OverlayColor, which is a requirement for
proper 4Bpp overlay support.
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This is mainly for consistency with OSystem::copyRectToScreen.
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*" as buffer.
This removes the need to convert the parameter to copyRectToScreen to
"const byte *", which is commonly used in games, which use Graphics::Surface
to store their graphics data.
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Did not adapt bada or ps2 backends as I'm not sure how they should be handled
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logic.
All uses of the old target scale API actually wanted to disallow scaling of
the mouse cursor. This commit adapts our API to this and thus simplifies
backend implementations.
Some backends, most notable the Wii and Android, did some implementation of
the cursor target scale, which I didn't adapt yet. I added a TODO for the
porters there.
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zip-files before adding them as assets to the apk
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